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Madden 16: Connected Franchise Thoughts and Concerns


With summer heating up and the basketball and hockey seasons winding to a close, that can mean only one thing: Madden is right around the corner (it used to mean NCAA Football was close as well *sniffles*). A bunch of franchise information has trickled out recently, which gives fans of the series some news to feast on as the release date draws closer.
 

Jumping Right In


To start, the Madden team has made an effort to make it easier to jump right into Connected Franchise. Experienced players may have enjoyed the required initial tweaking in past versions, but for the less committed Madden fan, now being able to jump right in and start the regular season should attract some more users who would otherwise skip the mode. The cleaner home screen and UI should also help in this regard.
 

Guts of the Game


The addition of dynamic drive goals will be something to watch. It appears that EA is going to try and trigger these based on in-game performances. So, for example, after an interception your goal will be to march down the field and score. Tying this to performance rewards does make sense, but let's hope that the on-the-field game does not suffer by assigning goals that mess up the flow of gameplay. For example, I would hate to be tasked with getting two running touchdowns when my game plan is pass-heavy. You can obviously ignore the goals and play your way, but then that defeats the point of the goals in the first place. As long as common sense prevails here, it should be a solid addition.

Making your progress easier to track is also a welcomed addition. The end of each game, and play for that matter, will provide detailed feedback on what goals were accomplished and how much of an XP/Confidence boost you and your players received.

Confidence has also seen some tweaks. EA has promised that the penalty for a bad play will not be as severe, and teams with low confidence will be able to schedule a game prep to help boost spirits. The downside is that this addition is non-interactive and will cost hours, so there is potential for frustration with a lack of confidence -- particularly if you start slacking on your weekly goals.
 

Managing Your Team


Scouting for the draft sounds like a toss-up. The premise sounds easy enough: spend points to unlock the player's top three attributes, with the third unlock revealing in what round the player projects to be drafted. However, that perhaps sounds a bit too easy and simplified. Involving the Combine results will offer some resemblance of total control, but limiting the information to the top three attributes in order to unlock draft stock sounds arbitrary. It may play better in person, but it has the potential to feel a bit too closed in an otherwise open virtual world.

The new-and-improved depth chart is a big addition. Users will be able to drag-and-drop to re-order, and the player cards themselves will have more options, which should offer a more streamlined experience. The ratings for each player will be specific to their position, so it will be nice not having to scroll past a bunch of ratings that are irrelevant to your breakout wide receiver.

The omission of any free agency tweaks is a big downer. This is a big part of the mode and it could use some more fine tuning to make the off-season even more enjoyable. And, of course, the lack of almost any updates as it relates to gameplay is a bit concerning at this point. The Madden team has tried to step it up in this area the past few years, but there is still more work to be done so let's hope we see this information sooner rather than later.


Madden NFL 16 Videos
Member Comments
# 1 snc237 @ 06/08/15 11:29 AM
Scouting was spot on during the ps2/Xbox/GC days. It was sooo much better then anything that's came out the last 10 years. I'm not a fan of confidence nore the silly goal system. Why can't they look back at the golden age of madden and take ideas from that. Oh well at least franchise mode is slowly improving.
 
# 2 NYJin2011tm @ 06/08/15 11:45 AM
So it looks like you can start from Regular Season and Preseason? It would sure be nice if you could start in the Offseason before draft/free agency like you can in NHL(PS3).
 
# 3 djp73 @ 06/08/15 12:03 PM
i hope we can at least see player ratings/stats during free agency
 
# 4 4thQtrStre5S @ 06/08/15 12:08 PM
I like the news of having a combine, and actually wish that it became the sole means to scout players...Outside of experiencing the gameplay adjustments/improvements, this is actually my most anticipated feature...I love the coaching aspect of football and anything added to Madden that will bring that area of the game to the forefront is good for me.

I also believe the Dynamic Goals could work out to be a very fun addition to the game and, obviously, implemented logically, will not be unrealistic..
 
# 5 Danish ram @ 06/08/15 01:16 PM
Quote:
Originally Posted by 4thQtrStre5S
I like the news of having a combine, and actually wish that it became the sole means to scout players...Outside of experiencing the gameplay adjustments/improvements, this is actually my most anticipated feature...I love the coaching aspect of football and anything added to Madden that will bring that area of the game to the forefront is good for me.

I also believe the Dynamic Goals could work out to be a very fun addition to the game and, obviously, implemented logically, will not be unrealistic..
So you actually believe that in Real life, progression is tied to making plays, like getting a 200 yards rushing and 3 td, can actually make you run faster going forward
 
# 6 jpdavis82 @ 06/08/15 01:42 PM
Quote:
Originally Posted by 4thQtrStre5S
I like the news of having a combine, and actually wish that it became the sole means to scout players...Outside of experiencing the gameplay adjustments/improvements, this is actually my most anticipated feature...I love the coaching aspect of football and anything added to Madden that will bring that area of the game to the forefront is good for me.

I also believe the Dynamic Goals could work out to be a very fun addition to the game and, obviously, implemented logically, will not be unrealistic..
Besides how clean the ui is and how much better everything flows, the scouting and draft is my favorite element of CFM this year. Look forward to talking more about scouting and the draft once Shop's part 2 of CFM impressions drops.
 
# 7 bklyn85 @ 06/08/15 01:58 PM
Quote:
Originally Posted by Danish ram
So you actually believe that in Real life, progression is tied to making plays, like getting a 200 yards rushing and 3 td, can actually make you run faster going forward
I understand where your coming from, but unless you take a little polygonal figure to the digital weight room there has to be some sort of progression system in place. Combining XP (simulating practice, training and film room) and in game accomplishments seems like a fair representation to progress your players no?
 
# 8 SolidSquid @ 06/08/15 02:05 PM
Quote:
Originally Posted by bklyn85
I understand where your coming from, but unless you take a little polygonal figure to the digital weight room there has to be some sort of progression system in place. Combining XP (simulating practice, training and film room) and in game accomplishments seems like a fair representation to progress your players no?
Guys don't get faster when they get to NFL, stronger yes but not faster or no 40 times would be less important then they are now.
 
# 9 mjavon @ 06/08/15 02:44 PM
Quote:
Originally Posted by SolidSquid
Guys don't get faster when they get to NFL, stronger yes but not faster or no 40 times would be less important then they are now.
Though to be fair, it costs ao many xp to upgrade speed, you can really only increase speed by 1 point per season if you dump ALL of your points into it. I'm not a huge proponent of the xp system, but as long as I can let it run "under the hood" by using auto-progress, it keeps it out of sight and out of mind for me.
 
# 10 The JareBear @ 06/08/15 03:14 PM
I appreciate that it looks like things have been streamlined and more efficient. Navigating the scouting/XP menus last year was kind of clunky sometimes.

I have posted other thoughts in other threads, but as far as being positive here, it seems great that they cleaned up the UI and made it just an easier/faster experience.
 
# 11 Danish ram @ 06/08/15 03:35 PM
Quote:
Originally Posted by bklyn85
I understand where your coming from, but unless you take a little polygonal figure to the digital weight room there has to be some sort of progression system in place. Combining XP (simulating practice, training and film room) and in game accomplishments seems like a fair representation to progress your players no?
I would like a system that puts progression in the hands of the cpu. Progression would work like in fifa, where it is based on playing time, in game grades and talent.
They should bring back the old system with a head coach and off /def coordinators with individual modifiers .
 
# 12 SolidSquid @ 06/08/15 03:37 PM
Quote:
Originally Posted by Danish ram
I would like a system that puts progression in the hands of the cpu. Progression would work like in fifa, where it is based on playing time, in game grades and talent.
They should bring back the old system with a head coach and off /def coordinators with individual modifiers .
Wow, never thought of adding grades to madden. I think that would make progression/regression a hell of a lot better
 
# 13 4thQtrStre5S @ 06/08/15 03:47 PM
Quote:
Originally Posted by Danish ram
I would like a system that puts progression in the hands of the cpu. Progression would work like in fifa, where it is based on playing time, in game grades and talent.
They should bring back the old system with a head coach and off /def coordinators with individual modifiers .


I would love a player progression system that incorporates Head Coach and Coordinators abilities as teachers..
 
# 14 jpdavis82 @ 06/08/15 07:43 PM
Quote:
Originally Posted by Paul Heyman Guy
JP let me ask you something regarding the UI. I remember on here a while back someone said this about Madden. "It's just new code layered on old code". What I'm wanting to know is with this streamlining, did that involve getting rid of old broken codes and putting in new codes that are by themselves(meaning its not layered over old code)?

It just seems to me streamlining was done in an effort to clean up coding(and that's why things were broke because new code always got added on top of old code and the old code wasn't removed) and make things work better, but easier to add things that were removed or new things(RFA/UFA, fifth year options on rookies, etc).
I don't know the answer to that question, but I do know the UI is MUCH smoother and faster now. There's really no slowdown at all. I know there was a lot done in streamlining the UI and fixing the things that didn't work before like confidence and regression and goals. Not only did they want them to work, they want them to make sense, that's a theme across CFM this year, does it work and does it make sense in a simulation standpoint Personally I'm more of a gameplay & presentation guy when I play, not all about stats and simulation and all that. Can't talk about that stuff yet, just the stuff mentioned in the article by Shop. You can probably ask some of the other GC's about things like sim stats, regression, confidence, goals etc...
 
# 15 dkp23 @ 06/09/15 01:59 AM
my concern is its all cosmetic changes, but nothing improved on the finance system and also how CFM works. The finance system was broke and they didnt think anything was wrong with it last year and all we got is some blurb that says small market teams will get extra money. We'll see what they changed, but the entire detail of the finance system for owner mode was broken and illogical which is why the thread about owner mode was like hundreds of pages long.

Only good thing they added was being able to practice with your team, but i am sure the progression system is still broken and allowing somebody to improve speed from 85 to 95 if they solely focused on speed. Dont get me started on the confidence system.
 
# 16 SolidSquid @ 06/09/15 07:45 AM
Quote:
Originally Posted by dkp23
my concern is its all cosmetic changes, but nothing improved on the finance system and also how CFM works. The finance system was broke and they didnt think anything was wrong with it last year and all we got is some blurb that says small market teams will get extra money. We'll see what they changed, but the entire detail of the finance system for owner mode was broken and illogical which is why the thread about owner mode was like hundreds of pages long.

Only good thing they added was being able to practice with your team, but i am sure the progression system is still broken and allowing somebody to improve speed from 85 to 95 if they solely focused on speed. Dont get me started on the confidence system.
The changes to UI are nice but I feel that's something you worry about after you get the mode nailed down.

I only play as a coach never as an owner can you explain the finance issue?
 
# 17 jpdavis82 @ 06/09/15 08:41 AM
Quote:
Originally Posted by SolidSquid
The changes to UI are nice but I feel that's something you worry about after you get the mode nailed down.

I only play as a coach never as an owner can you explain the finance issue?
I think I know what you guys are talking about and I believe it was addressed.
 
# 18 jpdavis82 @ 06/09/15 08:42 AM
Quote:
Originally Posted by dkp23
my concern is its all cosmetic changes, but nothing improved on the finance system and also how CFM works. The finance system was broke and they didnt think anything was wrong with it last year and all we got is some blurb that says small market teams will get extra money. We'll see what they changed, but the entire detail of the finance system for owner mode was broken and illogical which is why the thread about owner mode was like hundreds of pages long.

Only good thing they added was being able to practice with your team, but i am sure the progression system is still broken and allowing somebody to improve speed from 85 to 95 if they solely focused on speed. Dont get me started on the confidence system.
Lots of work on the confidence system was done, speed is VERY hard to progress now.

FYI the major regression in speed was a bug, was never intended to regress as much as it was once players hit 30. Like I said in other posts, players were regressing about 1-2 pts in speed after 30 when we played.
 
# 19 Step2001 @ 06/09/15 01:27 PM
Speed, you can't teach it, either you have it of you don't.

Not feeling the new menu and set-up. Right now, the lack of any fan feedback or media (twitter), if it stands, hurts CFM (my opinion).

I know more info is coming, I hope I'm wrong..............
 
# 20 jpdavis82 @ 06/09/15 02:02 PM
Quote:
Originally Posted by Step2001
Speed, you can't teach it, either you have it of you don't.

Not feeling the new menu and set-up. Right now, the lack of any fan feedback or media (twitter), if it stands, hurts CFM (my opinion).

I know more info is coming, I hope I'm wrong..............
The twitter feed is still there it's just not in the main hub because it was making the menus very sluggish, if you're talking about fan feedback in owner mode that's there too, nothing is being removed, only added upon.
 

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